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Sunday, August 25, 2013

FASERIP, aka Marvel Superheros and its damn awesome

Some like Champions with its crunch, some like Villains and Vigilantes, for me its neither. If I'm going for a Super hero system it has to be Marvel Superheroes. In my mind nothing else even comes close. The Marvel system does a great job recreating the comic books. Henceforth I'll be referring to it as MSH.

One huge advantage that the system current enjoys is there is a wealth of information for the game out there, no more so then:  http://www.classicmarvelforever.com/cms/ To put it bluntly there is no shortage of material for the judge to pick from. TSR then Wizard of the Coast apparently let the copyright expire and it went to Public Domain, Woot!

The Marvel system is a breeze with many fans knowing it as Marvel FASERIP. FASERIP stands for attributes in the game Fighting, Agility, Strength, Endurance, Reason, Institution, and Psyche. The first four are combined to create the characters Health score and the the later three are likewise combined to determine the characters Karma. Health is analogous to Hit Points while Karma is akin to Luck Points in other systems. Characteristics range from Feeble (2) to Beyond (unlimited) with most being somewhere between Typical (6) and Monstrous (75). Once you start getting above Unearthly (100) it starts to get a bit dodgy but I think a skilled Judge can pull it off. In Marvel there is always someone tougher then yourself or you group.

Talents are likewise well thought out and easy to use. Equipment is likewise straight forward and does not bog the game down. In way the entire rule-set is an early version of the Savage Rules when one things about it, keep it "Fast, Furious and Fun"? MSH does just that.

While there are powers listed in the rule book the best route to go is to use the Ultimate Powers Handbook (don't forget the errata from Dragons #134 and #151 respectively). Powers is always something of a weak spot in MSH. The main problem is you pick a grouping, say Defensive and then roll to see what you get. I think it works because everyone would be picking the same powers (can you say every character with Danger Sense, Cosmic Awareness, True Flight, Regeneration and Invulnerability? That said in my groups we just picked powers and after rolling for the number of them and it always seemed to work out.

The box set is a great entry into the game ans has everything that fledgling players and the Judge needs to get rolling. I recommend actually getting the base game, and go for advanced rather then the basic rules (the picture above is from the Advanced game box set).

Most of my experience with the game was in High School where we played it irregularly which is a shame as it is a fine system. Most of my characters were mutants as I liked characters who actually had powers. This is probably because I also disliked DC comics whose heroes were typically non-powered as typified by Batman. One of my gaming crew from back in the day was a big fan of the rule set, but paradoxically a big fan of DC and created his own version of Batman he tried to foist on me. I had none of that and preferred to play my own characters.
"Don't leave super hero headquarters without me."

Task resolution is handled via well thought out system of green, yellow and red intensities. The task becomes harder as it goes from green to red and requires a higher % dice roll. Speaking of which being based on a d100 makes it easy to use and visualize for players where their scores lie. It also works perfectly with the rankings system of Feeble (2) up to Unearthly (100) in the attributes, one would guess they did this on purpose...

As noted above the Judge is spoiled for choice. He has a vast amount of material to draw on in the Marvel Universe before even writing his own stuff. The Basic line and the Advanced line covers all of the main material from the main run of the Bronze Age of comics in the 80's to the early 90s. 

If I were to play today I think a hi tech wonder character ala Ironman would hold the most interest for me. There is just something about being able to tinker with ones battle suit adding more gizmos then R2-D2 that is appealing.

No matter what you inkling you really cant go wrong with MSH as its a great system.

Saturday, August 24, 2013

Hurled into Eternity RPG – Domain Name Secured

 

Hurled into Eternity Main Page

http://www.hurledintoeternity.com/

As you  an see its not much at the moment, but I have taken the steps to make sure that I have my preferred URL reserved. In the future the plan is to house my online endeavors there with links to my Facebook Page as well as back to this blog.

As it stands right now Hurled into Eternity is being edited as we speak. My next goal is to get it to play testing then onto production for print. Right now a fiend of mine and I are contenplating some custom playing cards to go with the game. That is at the planning stages.

While Im waiting for the editing to be complete I'm hard at work on the first two supplements for the game as well as Let it Beagle Media. Right now its a lot of ideas, but not in a cohesive form.

Stay tuned for more.

Thursday, August 8, 2013

Inside My Man Cave – Gaming Table, Terrain, and Old School Vibes

Manc cave with book shelves of gaming materials
Just some of the shelves in the gaming man cave...

EDIT: (7-14-26) The man cave has changed a lot since 2013 when I originally posted this, time for the upgraded version!

Man Cave, every gamer has one, or should. I’m lucky enough to have the whole basement to myself! We built my current house in 2011 and left the basement is unfinished, but I've managed to fill it up with a pretty decent gaming space. 

Over the years it received upgrades in an ad-hoc way, but last December (2025) I upgraded eve more beyond the photos you see here. Now an improved stereo system, a new fish tank for Fred VII, new book cases, new computer desk, carpeting, and a new gaming chair amongst others.

In a way, it hearkens back to the days when we played in my friend’s basement on Saturday nights in early high school, at least until we could drive.

Not only is it where I game with my friends but where I've written two novels, worked on countless terrain pieces and painted tons of minis. 

Its also where my dogs fall asleep on their various beds throughout, including one dreaming and paws twitching as I type this.

Monday, August 5, 2013

Weird War II for Savage Worlds – Monsters, Magic, and Mayhem in WWII

 Weird Wars rulebook for World War II

Weird type events for World War II? Yes, please. Unlike Deadlands, I think this one pulls it off. (That’s not an indictment of Deadlands, I like the concept, but that’s another topic.)

The topic at hand is the Weird War II sourcebook from Pinnacle Games for their Savage Worlds rules.

Weird War II is a source book for using the Savage Worlds system with a twisted take on World War II. Like Deadlands, there are dark forces at work, and Europe is in deeper trouble than just Nazi Germany or Imperial Japan. The “Weird War” genre has been around for a while, but I think this book captures it better than anything else in RPG form.

I’m not diving deep into the Savage Worlds rules here (if you’re reading this, you probably already know the system). Instead, I’m focusing on the book itself as source material.

Released in 2009, Pinnacle did a solid job capturing the feel of the genre. Character creation really shines, with advantages tailored to soldiers from each major nationality. While you could play Axis forces, the best campaigns are built around the Allies. The mixed nature of Allied forces gives tons of latitude for military and civilian backgrounds. Female players will find great inspiration in the illustration on page 12, who wants to play a WAC when you could be a French resistance fighter with a penchant for explosives?

The Office of Special Investigations concept neatly sidesteps traditional gender roles in combat: if you can handle the horrors of Weird War, you’re in, regardless of gender. It also feels very ad-hoc, much like units in Twilight 2000.

Equipment levels feel just about right. The book adds the right amount of new skills and Edges, plus an excellent mission generator that keeps things moving. The Warmaster can always “pull rank” with superior officers when the players start wandering off in search of Option Z.

The material scales perfectly, from personal arms all the way up to fighters, bombers, and naval vessels. Rules for fortifications, artillery, disease, parachuting, and more let you play out nearly every aspect of the war (and then some).

Large sections focus on the weird elements (especially Chapter Five), with monsters, Nazi blood magic, and Soviet psychic powers. While the European Theater gets a lot of attention, the Pacific campaign offers just as much potential for weirdness amid sweltering jungles and vast oceans.

The last chapter covers the Axis powers and their monstrous creations. Standouts include the Axis Stitch (soldiers sewn together from multiple bodies), nasty mustard gas zombies, and Wehrwolves.

Graphically, the book looks excellent. Even with some recycled art from previous editions, it’s uniformly strong and captures the tone perfectly. My favorite piece is the Axis Stitch on page 163. Additionally, the front and back covers are also outstanding.

Axis Stich Monster for Weird Wars, Savage Worlds Rules
Axis Stich, one fearsome monster!
 
One negative: the hardcover binding is flimsy. My copy is already separating from the spine despite light use.

If I ran this, I’d draw heavily from Return to Castle Wolfenstein for visuals, there’s natural overlap there. Handled right by the referee, Weird War II makes for a fun, exciting break from traditional sword & sorcery.

In closing, I give it 4.5 out of 5 stars. How about you? Have you played Weird Wars?

Sunday, August 4, 2013

Talisman as I Know It – A Fond Look at the Fantasy Board Game

3rd Edition Talisman from Games Workshop Main Rules

One great game that one of my gaming buddies Simrion owns is Talisman 3rd edition. It’s a very fun game with many twists and turns. I’ve tried to purchase it for myself many times, but these days even the base game (without expansions) is costly on the second-hand market like eBay. The Realm expansions push auctions into the $150 range. Along with Lost and the Damned, it’s one of those items that keeps eluding me.

Talisman is one of our go-to games when someone doesn’t show up for game night. Looking at it overall, it’s one of Games Workshop’s better releases. The rules are not overly complex, the playtime is just right, and it remains engaging with several viable strategies. It’s a true classic, and many players still remember the older editions fondly.

The goal of the game is to amass enough power, obtain a Talisman, and ascend the tower to slay the Dragon King. In theory a player can accomplish this in a number of ways, but remember that everyone else at the table is trying to do the same thing.

3rd Edition expansions for Talisman from Games Workshop
All three of the Talisman expansions for 3rd Edition.

To get the full experience you’ll want the three main expansions: The Dragon's Tower, City of Adventure, and The Dungeon of Doom. The latter two add the additional Realms to the board. A word of warning: 3rd Edition has been out of print for a long time and commands high prices on the secondary market. I completed my full set plus expansions back in 2013 and it wasn’t cheap.

Character Selection & Gameplay

To start, each player randomly draws character cards and their matching minis. Many classic GW favorites are present: Chaos Warrior, Goblin Fanatic, Chaos Dwarf, Witch Elf, and more. Each character has its own special abilities. While some are stronger than others, all start within a similar basic range. (There’s still an active online community that creates fan-made characters for the game.)

The Outer Realms (Forest, Mountains, City, and Dungeon) are stand-alone expansion boards that connect to the main board. When traveling in these realms, players roll a d3 instead of a d6, which slows movement.

Game play is fairly quick with some classic Games Workshop flair: “If a rules conflict arises, roll a d6 — on a 1-3 you are right, on a 4-6 the other interpretation stands.” You roll a d6 to move, land on a space, and draw the appropriate cards. Early encounters can be deadly depending on your character. Combat is resolved through Strength or Craft. Warrior types excel at Strength fights, while spell casters fare better with Craft. Another player rolls for any enemies, so everyone stays involved even when it’s not their turn.

I’m of the mindset that warriors are generally the stronger choice if you want to win consistently. Good characters like the Ranger or Templar, and neutral ones like the Barbarian, are solid. Spell casters feel weaker early on due to lower Strength and limited spell capacity.

Magic is handled as a random draw from a recycling deck. Some spells are far stronger than others, and certain magic items or character abilities boost spell casting.

Strategies

There are several viable strategies. One strong approach is to become powerful enough to claim the title of High Wizard or Sheriff for big boosts to Craft or Strength. Attacking other players is allowed when you land on the same space, but I only do it occasionally, usually only when someone has a Talisman I need.

Evil characters often hunt for the Doom Sword (which restores lost lives on successful hits). Other strong items include the Sword of Power in the Forest and the Hammer in the Mountains. I’ve had good success heading to the Mountains or Forest once strong enough. In all my years playing I’ve mostly avoided the Dungeon, something I should try next time. The Mountains usually offer the best return on time invested.

Two things to keep in mind. One. with experienced players its possible the game can go on for basically "forever," especially if the opposing players have certain spells and another player is making a run against the Dragon King. 2. The nature of the rules is such that randomness can still effect even well built out characters with cards like the Toad, Witch or Imp. Be forewarned this game can go on for hours!

I’ve enjoyed many great games of Talisman with my friends and usually come out on top (much to Simrion’s wife’s dismay). In fact, I’ve won the last two times we’ve played! EDIT: Since I originally wrote this my family and I played quite a bit. I have even manged to win with the halfling out of all the characters!

If you can find a copy of the 3rd Edition, it’s well worth it. For me this gets a solid 5 out of 5 stars.

What about you? Is 3rd Edition you preferred version of Talisman?